Blindfold Color Preference (#83670)

## About The Pull Request
When selecting the Blindness quirk, you now have the option to choose a
specific color for the blindfold much like how the tagger quirk handles
spray can color preference. The blindfolds used to always take a blend
RGB of both eye colors and apply it to the blindfold, now it _should_
only do that if you have the blind-personnel blindfold directly spawned
on your eyes. If not, then it just handles it like how it did before
this PR was submitted, and mobs generally shouldn't have the
blind-personnel blindfold if they aren't blind anyways.


![IFcWtAQ](https://github.com/tgstation/tgstation/assets/125638858/0320edb0-2963-4e94-8da1-2136dadd6d14)
## Why It's Good For The Game
While it isn't a big deal if your eye color matches the blindfold, some
players (like a certain someone I know) would rather have their eye
color be distinct, as such if you have a blue eye color on both eyes but
want a purple or red blindfold, you don't have to go out of your way to
paint it, which generally wouldn't work the way you'd want it to.

In other words, it allows you to customize your character with more
freedom, but only applies to those who willingly choose to suffer in the
game. Being blind is fun! =)
## Changelog
🆑
add: You may choose a color preference for your blindfold with the
blindness quirk.
/🆑
This commit is contained in:
IsaacExists
2024-06-06 12:25:27 -07:00
committed by GitHub
parent e033153a03
commit e9c45c44a5
4 changed files with 29 additions and 1 deletions
@@ -0,0 +1,14 @@
/// Preference for the roundstart color of the blindfold given by the Blindness quirk.
/datum/preference/color/blindfold_color
category = PREFERENCE_CATEGORY_MANUALLY_RENDERED
savefile_key = "blindfold_color"
savefile_identifier = PREFERENCE_CHARACTER
/datum/preference/color/blindfold_color/is_accessible(datum/preferences/preferences)
if (!..(preferences))
return FALSE
return /datum/quirk/item_quirk/blindness::name in preferences.all_quirks
/datum/preference/color/blindfold_color/apply_to_human(mob/living/carbon/human/target, value)
return